Whenever you come across a door that is marked on your map, roll 1d4
- Locked & Trapped
Barred doors are blocked by metal or wood poles, junk, foot thick spiderweb, corpses, etc. Barred doors can be opened with prybars and time, but make a lot of noise and you must make a wandering monster checks to open.
Locked doors must be picked open by a Rogue. Locks have a difficulty of 10 + average HD of the monsters in this dungeon or the dungeon's general level.
Trapped doors have a random trap. They activate when the door is opened, make a save to avoid it if you're the character opening the door. On locked & trapped doors, traps activate when the door is picklocked instead.
Random Traps 1d4
- Gong Trap- Loud gong, no save. Make a wandering monster check.
- Crossbow Trap- Each passed save, person behind makes save. First fail takes 1d6 bolt.
- Boiling Trap- Releases liquid that instantly boils and spills through archway. 1d4 to all passing.
- Trapdoor- Fall to the floor below, or take 1d6 from short drop, half if unencumbered.
Happy 100th post!